History of Cinematronics
Newsgroups: rec.games.video.arcade
Path: spies!sgiblab!zaphod.mps.ohio-state.edu!uwm.edu!linac!att!cbnewse!ofoz
From: ofoz@cbnewse.cb.att.com (steven.s.ozdemir)
Subject: History of Cinematronics - last time posted
Organization: AT&T
Distribution: na
Date: Mon, 3 May 1993 22:32:43 GMT
Message-ID: <C6H2MM.Mrv@cbnewse.cb.att.com>
Keywords: Space Wars, Rip Off, Star Castle, and other vector games
Lines: 422
INTRODUCTION
------------
Many thanks to the other serious collectors who over the years have helped me
piece this together and fill in the blanks!! I hope you enjoy reading this,
and do send some email to me if you'd like to see more articles like this!!!
(If you are reading through this for recreation, you may want to skip the
sections marked TECH NOTE....they tend to be boring to read.)
Writing the history of Cinematronics/Vectorbeam has felt like writing an
obituary (probably because Cinematronics stopped making vector games back in
1982, or possibly because Cinematronics went out of business back in 1986).
However, in my several years of reading r.g.v.a, I've never seen anyone
collect into one article all the disjointed facts about Cinematronics
presented in this group. So here's the history of Cinematronics/Vectorbeam
with plenty of technical facts intersperced throughout the article...if you
want to do conversions of your Cinematronics games, this article will be of
particular interest to you!! Space Wars and Sundance, Star Hawk and Warriors,
Tail Gunner, Rip Off and Star Castle, and the final pairing Armor Attack and
Solar Quest are all BW vector games covered below. War of the Worlds was
another Cinematronics conversion kit for Star Castle. Cinematronics
also made other raster games like Jack the Giant Killer, Cerberus, Danger
Zone, several sports oriented games and the popular Dragon's Lair/Space Ace
(along with color vector games called Boxing Bugs and Cosmic Chasm )
but these games are not covered below because they don't fall under the BW
vector game category.
Folklore involving Vectorbeam/Cinematronics says that the hardware for Space
Wars was created in a garage by someone who wanted to play this MIT game at
his house! The Vectorbeam/Cinematronics folks stopped by and offered to
license the hardware....and from that point they went on to make almost a
dozen games on that hardware platform! In fact, the fact that the later games
like Armor Attack and Solar Quest were still using the bit slice technology
is pretty amazing! Microprocessors had been in use for several years at that
point!! If you think about it, things make sense though....if you were trying
to make Space Wars in a garage back in 1975 (two years would be enough time
to develop the first prototype that Vectorbeam/Cinematronics discovered and
produced in 1977) you might not be able to afford the new fangled
microprocessor of the time!! Naturally, you'd use a bit-sliced architecture
that used 74 series chips that were widely available and cheap enough. And
as we said above, Cinematronics went on to make almost a dozen games on that
architecture without significantly changing it. I wonder just how much revenue
was generated by that one person's hardware design....20 million? 50 million??
TECH NOTE: All the BW vector games used similar hardware. So for the most
part, all the Cinematronics boards are interchangable, except for the control
panel!! The actual Cinematronics boards do have wiring modifications (for an
unused gate) for boards using 2716s vs. 2732s, but this only involves
adding wires to use an extra gate for addressing the larger address space
in a 2732. Do not confuse this wiring modification with the strap option
near the connectors on the mother board. There is a small wire (1/4 of an
inch) with "NORM" and "VAR" printed nearby....this tells the mother board if
the Cinematronics monitor has the optional VARiable intensity daughter board
used in Solar Quest. None of the modifications affect the interfaces between
the boards and the cabinet so you can use a single cabinet to test any
Cinematronics board set, but you can't play the game because the control panel
is wired only for that one particular game. You can see the game come up on
the monitor and make the appropriate noises!! The physical appearance of the
board set is as follows. The board set for any of the Cinematronics games
consists of two boards. A mother board that is about 12 inches by 16 inches
and had three connectors to one side plus a molex connector to supply power
and coin door. And a sound board that is about 6 inches by 8 inches and has
a single connector to one side plus a molex connector to supply power and
speakers. The single connector of the sound boards connects to the center
connector of the three connectors on the mother board. The sound boards for
all the Cinematronics BW vector games were composed of discrete components...
a practice Cinematronics continued long after other manufacturers converted
to using digital gone generators. By sticking with analog, Cinematronics was
able to make the "droning" sounds like Rip Off background noise! The other
two connectors on the mother board go to the control panel and the BW vector
monitor (where the signals going to the monitor are digital, not analog).
The mother board has room for four sockets that hold EPROMS or masked ROMs,
though in the one case of Tail Gunner a daughter board with over a dozen
EPROMS would go into one of the sockets! For many of the earlier games,
only two of the four sockets/pads were filled and in many cases the masked
ROMs were soldered directly into the board (bypassing the need for a socket).
The dipswitches for most of the Cinematronics boards serve the same purpose
except for Rip Off's diagnostic mode, which is set to OFF (instead of ON) for
normal play.
SPACE WARS and SUNDANCE
-----------------------
Vectorbeam was created back in 1976 and was located in the San Diego area.
Their first game was Space Wars, which was a two player game developed at
MIT. Space Wars was quite novel for the time, in that you could program
the type of game you were going to play using a numerical keypad that consisted
of a two row, five column matrix of keyboard buttons. The standard four button
controls (right, left, thrust and fire) were used for each player. Once you
selected the type of game (gravity, reverse gravity, strong gravity, weak
gravity, speed of ships, wrap around universe and/or invisible sun), the two
players would fight for a fixed amount of time with the person making the most
kills within the time limit winning. Note though, that hitting the other
player could result in the player only being injured, and still able to fight.
A few last bits of information about Space Wars....one player looked like the
Enterprise, another player looked like the Asteroids ship, and lastly there was
a reset button that would be hit to restart the battle with the players in
their original starting position (scores were preserved).
Sundance came after Space Wars, but we can't be sure since no owner on VAPS
has a Sundance! This was Tim Skelly's first game...he went on to make the
classics, Rip Off, Star Castle and finally Reactor. Sundance was not very
popular and very few were made. A first person perspective was used and the
game was rather simple. Sundance consisted of two tictactoe boards (with
borders thus making them into three by three matrixes) that where place above
(where the clouds would be in a first person perspective) and below (on the
ground in a first person perspective). The controls were a matrix of buttons
(three row and three columns) that corresponded to the squares on the bottom
tictactoe board. By pushing the button, the player caused a "hole" to appear
in that square. The game consisted of "suns" (which looked more like
astericks) being released from the upper tictactoe board and falling down to
the bottom tictactoe board where ideally you'd open up a hole in the correct
square and swallow the sun! If you didn't, then the sun would bounce back up
and bounce off of the upper tictactoe board only to return again. Thus you'd
have another chance to swallow the sun in a hole! However, as the game
progressed, the tictactoe boards would get close, and if I remember correctly
by allowing suns to bounce back and forth this would cause the tictactoe boards
to move closer together. Either that our the suns (after numerous bounces)
would become unstable. Whatever the case, the game would end because you
didn't swallow the suns in a hole fast enough! As I said before the game
was quite simple....
TECH NOTE: The Space Wars hardware consists of two masked ROMS that reside
on the standard Cinematronics motherboard. Since there is room for four
masked ROMS/EPROMS, two of the pads are completely empty (no sockets). Most
Space Wars boards have the masked ROMS soldered in, and no wire jumpers exist
on any of the boards. The sound board is rather simple. The markings on the
masked ROMS are as follows (note that the markings from three different sets
of Space Wars boards are below....their are only two masked ROMS per board):
BOARD SET #1: SPACE WARS C1977 SPACE WARS C1977
'S' 7825 2147 and 'S' 7823 2148
BOARD SET #2: 'S' 8204 'S' 7818
C28277M and 2148
2147 SPACE WARS
COPYRIGHT 1977
BOARD SET #3: 'S' 7825E<-----?E? 'S' 7819D
C28277M and C28276M
2147 2148
^---this one chip
in set #3 was
in a socket
While no one on the net has ever seen the Sundance hardware, it is fair to
say that given it's simplicity Sundance must be very similar to the Space
Wars hardware. Just like Space Wars, there should be two masked, 2K ROMs
and no strap options. If anyone sees Sundance or knows where the hardware
might be stored, I'd be interested....you can contact me at ofoz@ihlpb.att.com
or ozdemir@xenon.stanford.edu.
STAR HAWK and WARRIOR
---------------------
Star Hawk is a rare Vectorbeam/Cinematronics games made in 1978, that never
did catch on. To date only one non-functioning Star Hawk exists among all the
collectors on r.g.v.a, though the ROMS are available in the archive! The game
play is similar to the Star Wars trench scene. You fly through shooting enemy,
and the KLOV description says that a "pirate" ship flies through every so often
and shoots your score causing you to loose 800 points! Sorta like the UFO in
Space Invaders, but with offensive capabilities!! Star Hawk uses a standard
joystick to control the crosshairs for aiming. Note that KLOV also lists a
game called Space Hawk, but my research into the late 70's Replay magazines
never lists a game called Space Hawk leading me to believe that Space Hawk in
KLOV is really suppose to be Star Hawk.
Warrior is a 1978 Vectorbeam/Cinematronics, 2 player game that was truly a
work of art from the game designing perspective! The layout of the cabinet
combined with the black light shining on the numerous cardboard cut outs
makes for an incredible playfield!!! One difference from the other
Cinematronics games is the mounting of the monitor, which you look down into
(the neck of the tube is pointing straight down). A piece of mirror glass is
also used to mirror in some of the playing field. Below is a side view of
the cabinet to give a better idea of how the playing field is constructed.
--------------
playfield | |
cardboard | |
cut out being| |
reflected in | |
w/ mirror--> | ---------- | PLAYERS
| | STAND
more | | | o HERE
cardboard--> | | | | <-------------joysticks
| | |---
mirror-----> | ---------- | |
| |---
tube ------> | ---------- |
that can | \ / |
show images | \ / |
through the | \ / |
mirror | \ / |
| || |
| |
| |
| |
--------------
The playing field consists of the mirrored in cardboard cut outs (being
reflected in by mirror) and the top view of knights (or rephrased a "bird's
eye" view) being displayed on the Cinematronics BW vector monitor from below.
Together they show a scene of two knights fighting around two square pits!
Each knight is controlled by a joystick, and proceed to fight each other by
swinging long swords at each other until one of them dies and goes spinning
into the pit!! The Warrior program has been put into the archive so that
2532 EPROMS could be used instead of masked ROMs. (NOTE: The jumper to
the masked ROMs should not be connected to the EPROMS!)
TECH NOTE: As implied in an earlier paragraph, Star Hawk used two masked ROMs
and does have modifications to the board to handle these larger ROMs. To give
details, the 6th pin from the 3 connectors at the top of the board on the side
of the ROM closest to the center of the board has been connected with a special
wire. The board set is the standard Cinematronics mother board with two empty
places right next to the masked ROMs. The numbers on the Star Hawk masked
ROMs are:
BOARD SET #1: 93163-2325 93163-2326
3-50001 and 3-50002
GI 7910 GI 7910
Warrior also uses exactly the same hardware configuration (2 masked ROMs and
the 6th pin specially wired). Below are the numbers from two sets of Warrior
boards (note there are only two masked ROMs per board):
BOARD SET #1: MA0804-01 MA0804-02
01950 N69 and 003N69
0090 7942 320091
BOARD SET #2: MA0804-01 MA0804-02
088056 and 088056
320090 7945 320090 7945
TAIL GUNNER and TAIL GUNNER II
------------------------------
For the time, Tail Gunner was truly one of Cinematronics greatest triumphs!
The game's perspective is first person with a rescending star pattern as
background. Groups of three enemy ship (displayed in 3-D like Battlezone)
and you try to shoot them down by lining the sites up with them and firing.
If you miss any one of them, you can use a shield to prevent them from getting
by you. You have a limitted number of shield uses, and after enemy ships get
by you a certain number of times the game is over. As the waves progress, the
enemy ships get faster, but the game play doesn't get much more complex.
Technologically, Tail Gunner does deviate the most from the standard hardware.
First, Tail Gunner came out in a sit-down version, Tail Gunner II. Second,
the control panel has a pots joystick used to aim the site. And third, due
to the complexity of the 3-D display program a daughter board with numerous
EPROMS (and banking hardware) was added, though in some case the boards used
4 masked ROMs.
RIP OFF and STAR CASTLE (and WAR OF THE WORLDS)
-----------------------------------------------
Rip Off, made in 1979 by Cinematronics, starts a series of VERY popular video
games that used the BW vector monitor and sometimes an overlay. If you can
only think of one game made by Cinematronics, it's probably Rip Off or Star
Castle!! The game play is intense...probably as intense as Robotron. When
the game starts, the players have an over head view of 10 to 15 fuel pods
that are in the middle of the playfield and represented by triangles. The
enemy appears in groups of three at a random point on the border of the
screen and proceeds to try to "rip off" the fuel pods by momentarily pausing
by one fuel pod to link it up and drag it off the screen. While one of the
three ships in the group is attempting to "rip off" a fuel pod, the other two
enemy ships will attempt to kill you and your partner (if the game is being
played by two players). The truly original part to Rip Off is that the game
only ends when all the fuel pods have been taken off the screen....SO you can
die as often as you like!!! You just reappear at your starting point after a
brief delay! The strategy of the game is dramatically changed by the infinite
life approach, since you now can suicide into enemy ships if you like!! The
control panel to Rip Off is composed of buttons and in the standard Asteroids
layout minus the hyperspace button. There are controls for two players, so
with the start buttons there was 10 buttons on the control panel!
(AUTHOR'S NOTE: Rip Off is the game that started me collecting video games...
mainly because of the intense gameplay and teamwork in the two player game!
A few minor details that weren't mentioned above are that only 4 bullets are
allowed on the screen at one time AND you can get set it up so that a single
enemy ship will loop around you infinitely (so you can go to the bathroom)!)
Star Castle is an equally popular game made in 1980 by Cinematronics. While
the game does not involve two players on the playfield at the same time, Star
Castle make up for the lack of teamwork by providing VERY difficult enemies!
The game starts with a single ship in the middle surrounded by "spinning
rings" that you can run into without being destroyed. The perspective is
"bird's eye" as with most Cinematronics games. The ship and rings have
different colors due to the color overlay. By shooting at the rings, you
open up holes to shoot through and when the holes of the different rings
allign themselves, you can get a straight shot to the center ship. The down
side is that whenever the rings allign to give you a straight shot, the center
ship takes a shot at you also!! If you do manage to kill the center ship, you
do get an extra ship, so if you both manage to hit each other you'll come out
ahead. The last part of the gameplay is the small ships that live on the
rings and cannot shoot you. When the section of the ring (with a small ship
on it) gets destroyed by your shots, these small ships are released and
proceed to home in on you and destroy you! You can trick them into running
into the ring, and the small ship reconnects with that ring section until
you come along and destroy that section of the ring. These small ships are
not numerous, but annoying enough that you must keep moving to avoid them!
War of the Worlds was a conversion for Star Castle. Given the rarity of
the game, it's debatible that the game was popular or even had a decent
production run. Again, to date no one has seen the board set, and only
old issues of Replay magazine prove the game existed. The game's control
panel use the same layout as Star Castle.
TECH NOTE: Starting with Rip Off, four socketed 2716's hold the game. No
jumpers are needed, and for the most part these games can be considered the
"standard" Cinematronics hardware. Different wiring modifications are used
in later games for 2732's, but Cinematronics never really changed the mother
board significantly in later games. For this reason (along with the standard
connectorization described above), you can EASILY covert the games from one
to the other by merely burning new EPROMS!! If you decide to change sound
boards and do minor rewiring of the buttons, you can be playing the other
game in its original form!! A small detail, which may affect conversions,
is that the dipswitch settings for Rip Off are slightly different from most
other Cinematronics boards. Rip Off has the dipswitch for diagnostics set
to OFF (not surprising give the name is Rip OFF) for normal play, where as
Star Castle, Armor Attack and Solar Quest all have the dipswitch for
diagnostics set to ON. In most other respects, the other dipswitches for
these four games have the same meaning and thus can have the same settings!
ARMOR ATTACK and SOLAR QUEST
----------------------------
Armor Attack is the most complicated game Cinematronics game! Produced in
1980, Armor Attack allows two players to jointly compete against the computer.
Like Warrior, the Armor Attack relies heavily on images not displayed on the
vector monitor and instead uses an intricate overlay to define the playfield.
Using the typical "bird's eye" view, the playfield is the center square of a
town where a few enemies tanks come out from a dozen or so possible points on
the perimeter of the screen. Your jeep in the middle of the square must go
through the streets and around the buildings trying to destroy the tanks
without being hit by the tanks. Occasionally, a helicopter that is
unrestricted by the buildings comes out and tries to shoot your jeep.
Tanks must be hit twice to be killed, and their movement is disabled if
they are hit by one shot....the tanks can still shoot you! After all tanks
are killed, another round starts and several more tanks come out. If you
manage to kill five helicopter, then you are awarded an extra jeep! The
controls to the games are identical to Rip Off. You have the standard
Asteroids controls (minus the hyperspace), so you're looking at ten buttons
and not much more!
Solar Quest was the final game that Cinematronics used vectors. Solar Quest
was produced in 1981 and had extra hardware on the monitor to generate 64
different intensity levels. Using the typical "bird's eye" view, the
playfield looks very much like Space Wars. You have a sun in the center and
an Asteroids-shaped ship, that does have the capability to launch "nukes" in
addition to the typical laser. The "nuke" act like photon torpedos in Star
Trek and you detonate it by pushing the button a second time. A hyperspace
button is also available. When a round starts, several ships appear on the
border of the screen. Unfortunately, I have never seen the game play, so
I can't add more than this. Though KLOV does mention that these ships do
attack you and you rescue colonists. The control panel has the standard
Asteroids layout with an additional button next to the hyperspace to handle
the "nukes".
TECH NOTE: As with Rip Off and Star Castle, four socketed 2732's are used in
the game. Jumpers are needed since you have 2732's, but for the most part
these games can be considered the "standard" Cinematronics hardware. For this
reason (along with the standard connectorization described above), you can
EASILY covert the games from one to the other by merely burning new EPROMS!!
Just like Rip Off and Star Castle, if you decide to change sound boards and
do minor rewiring of the buttons, you can be playing the other game in its
original form!! One notable exception beyond the more complicated sound
boards is the extra daughter board on Solar Quest's monitor that produces
64 different vector intensities. To use the extra daughter board, a wire on
the side of the mother board with all the connectors needs to be moved from
"NORM" to "VAR" where VAR stands for variable intensity. The wire is about
a quarter inch long, and shouldn't be moved to VAR if you are using the
standard Cinematronics monitor without the daughter board!
MISCELLANEOUS
-------------
Speed Freak is a Vectorbeam game made in 1977, and certainly beyond its
time.Basically a vector Night Driver with more stuff, the road would curved
more than once on the screen producing S curves that had to be navigated!
Light poles, stick figures, random stuff the side of the road, and
occasionally oncoming traffic made the gameplay rather difficult.
Controls were a steering wheel, 4-speed shifter, and accelerator (and maybe
brake). To date no one has seen the board set....all we have is a vague
collective memory of the complete game.
Boxing Bugs is color vector made in 1982 by Cinematronics. This was one of
the few color vector games produced by Cinematronics, and only one exists among
all the owners in VAPS. Unfortunately, the game doesn't work and as you might
imagine parts for it are next to impossible to find! Controls are a knob
(Feels like a Clarostat or pot, not a whirligig) and three buttons,
one helpfully labelled "PANIC". It has what looks like part of the
regular BW monitor circuitry on a separate board to drive the Wells color
vector monitor (used in Tempest and other Atari color vector games).
Cosmic Chasm was the other color vector. It was originally written for
the Vectrex. It had a cool cabinet with viewports larger than but
reminiscent of Battlezone. Controls were a rotary knob and several
buttons. I've seen pictures but not an actual game. Marquee was 3-sided
like Dragon's Lair.
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